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AboveTheChemist

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Posts posted by AboveTheChemist

  1. It is locked, and has been for several days. As I understand it based on some info on the closed beta discord, it's being migrated to new hardware. Don't quote me on that though, I am just repeating what I have read and have no further knowledge.

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  2. For those trying to match and/or coordinate colors with costume scheme, a while back I created a costume color scheme page on the HC Wiki at this link that has the hex and RGB representations of all the colors available in the costume editor. It's in the collapsed table under the heading Available Colors, and you can reveal the hex/RGB codes by clicking and dragging over each cell to highlight the 'hidden' text. I got the hex RGB codes directly from costume save files so they should be accurate.

     

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  3. Tracking down sound files can be a bit tricky, but the forum user formerly known as The Philotic Knight produced a spreadsheet called the Rosetta Stone that had all the sound file information available at the time. You can find a copy of the spreadsheet at the bottom of the post at this link. Additionally, Michiyo translated most if not all of that file onto the wiki at the Modding/Sounds/Powers page at this link, but be warned that there is a LOT of info there and the page may take a while to load.

     

    Making piggs is pretty easy, just use Michiyo's City Mod Installer. It has a tool for packaging one's own piggs, and whether you want to share them or not with the community is up to you. You can make a pigg with just the sounds you want to modify, which is what I would recommend, and then place it in the assets/mods folders as City Mod Installer instructs. I would NOT try to replace a file within and repackage one of the standard game piggs, because if you put that back in the game assets folder it'll just get overwritten when/if the game updates or verifies files.

     

    Finally, I recommend Piglet for viewing piggs and extracting the files you want from them. Michiyo provides a compiled copy of Piglet at this link.

  4. 49 minutes ago, Bacon Wrangler said:

    I crafted some orange IOs, but when I try to convert them out of set, the conversion window only lets me choose Uncommon rarity.

     

    Recipes have a rarity that is tied to their drop rate which may or may not match the enhancement set rarity when it comes to uncommon and rare set IOs. When converting enhancements, it's the enhancement set rarity that is important. The HC Wiki page for enhancement sets at this link is a good resource to determine set rarity.

     

    For example, Kinetic Crash is an uncommon knockback enhancement set and the enhancements in that set are treated as uncommon for conversion purposes. The Kinetic Crash: Knockback/Damage/Accuracy recipe (and the enhancement it makes) is considered a rare (orange) recipe, but it will convert as an uncommon because of the set to which it belongs.

    • Thanks 3
  5. I tinkered for a while yesterday, mostly just running around looking for doors and blasting away with the QA AoE attack. I was in a council cave map (don't recall the color, although I think it was either blue or purple) and found the jail area where I was mobbed by volatile aethers. They would seem to attack 2-3 at a time, and there seemed to be some in each jail cell. In the span of about 7 minutes I killed 35 of them:

     

    Spoiler

    2024-03-26 23:40:03 You have defeated Volatile Aether
    2024-03-26 23:40:03 You have defeated Volatile Aether
    2024-03-26 23:40:03 You have defeated Volatile Aether
    2024-03-26 23:40:07 You have defeated Volatile Aether
    2024-03-26 23:40:09 You have defeated Volatile Aether
    2024-03-26 23:40:20 You have defeated Volatile Aether
    2024-03-26 23:40:26 You have defeated Volatile Aether
    2024-03-26 23:41:10 You have defeated Volatile Aether
    2024-03-26 23:41:10 You have defeated Volatile Aether
    2024-03-26 23:41:12 You have defeated Volatile Aether
    2024-03-26 23:41:14 You have defeated Volatile Aether
    2024-03-26 23:41:16 You have defeated Volatile Aether
    2024-03-26 23:41:48 You have defeated Volatile Aether
    2024-03-26 23:41:48 You have defeated Volatile Aether
    2024-03-26 23:42:18 You have defeated Volatile Aether
    2024-03-26 23:42:18 You have defeated Volatile Aether
    2024-03-26 23:42:18 You have defeated Volatile Aether
    2024-03-26 23:42:31 You have defeated Volatile Aether
    2024-03-26 23:42:41 You have defeated Volatile Aether
    2024-03-26 23:42:50 You have defeated Volatile Aether
    2024-03-26 23:43:01 You have defeated Volatile Aether
    2024-03-26 23:43:13 You have defeated Volatile Aether
    2024-03-26 23:43:24 You have defeated Volatile Aether
    2024-03-26 23:44:02 You have defeated Volatile Aether
    2024-03-26 23:44:07 You have defeated Volatile Aether
    2024-03-26 23:44:24 You have defeated Volatile Aether
    2024-03-26 23:44:24 You have defeated Volatile Aether
    2024-03-26 23:44:24 You have defeated Volatile Aether
    2024-03-26 23:44:24 You have defeated Volatile Aether
    2024-03-26 23:44:49 You have defeated Volatile Aether
    2024-03-26 23:45:08 You have defeated Volatile Aether
    2024-03-26 23:45:08 You have defeated Volatile Aether
    2024-03-26 23:45:15 You have defeated Volatile Aether
    2024-03-26 23:47:13 You have defeated Volatile Aether
    2024-03-26 23:47:29 You have defeated Volatile Aether

     

    I assume this might be beacon-related, so it might have been fixed in today's patch, but I just thought I would mention it. I saw a few others scattered around that map as I made my way out (and those might be the ones at the tail end of the list I posted in the spoiler section) but I didn't see any others on any other map.

     

    I also /badge_granted the three new badges and checked the icons at low world texture detail, and they look fine. I mention that simply because it's occasionally an issue with new badge textures.

    • Like 1
  6. I recently built a small form factor computer and wanted to share my experience. I hadn't originally planned to put any games on it, but I play several older games and when I saw how light the CPU/GPU usage was for these games on my main gaming computer (the one that is the focus of my previous post above), I decided to migrate them to the SFF build. This includes stuff like Project 1999, Icewind Dale, Forgotten Hope 2, and I decided to try out City of Heroes on there as well.

     

    This SFF computer has a Ryzen 5 5600G with 16 GB of DDR4-3200 RAM (4 GB of which I allocated to the iGPU), and no discrete GPU. I'm using the same monitor as above (1080p, 144 Hz), but the motherboard is limited to 120 Hz output so 120 FPS is the best I could hope for. Note that the numbers below are just general observations, and not the result of rigorous testing/data collection. I mostly wanted to get a general feel for how this hardware would do with City of Heroes.

     

    I initially tried the same settings I mentioned above, which are approaching Ultra settings, and it performed at the lower end of playability. I checked Atlas Park, Perez Park, Imperial City, and a few random Paragon City zones. These zones were around 20-30 FPS, which isn't great, but playable.

     

    I dialed some of the settings back, and saw significant improvement. I set FSAA to zero, lowered the water effects and shadow quality to low (but not off), and set visscale and lodbias to 2. I consistently saw FPS generally in the 75-85 range, up to 100ish FPS in some zones.

     

    I then turned shadows, water effects, environmental reflections, ambient occlusion, and anisotropic filtering to off/zero, and consistently saw FPS in the 90-120 range, with Atlas Park and Praetoria being at the lower end of that range, and all other zones at the higher end.

     

    In keeping with the spirit of the thread, I tried to strike a balance of settings to try to get to around 60 FPS, and here's what I came up with:

     

    Spoiler

    /visscale 4
    /lodbias 10

     

    r5_5600g_settings.thumb.jpg.67255f3e688bae80a7077391b922c238.jpg

     

    This gave me performance in the 55-65+ FPS range, except in Perez Park where it was about 10 FPS lower.

     

    I don't intend to use this computer for normal CoH play, but I fully intend to keep CoH on there and use it when I am testing or just gathering data (which I do quite often). Overall I was really pleased with what the R5 5600G was able to do. For someone who just wants to play CoH in 1080p on a small budget and is willing to dial the settings back a little, it might be worth consideration. My particular build was a little more expensive since I went with a super small ITX form factor build, but tinkering around on PC PartPicker I could put together a decent mATX/ATX parts list (except monitor) for $350-$400.

     

    • Like 1
  7. The quickest way to farm on Brainstorm is to open the freebies menu and grant yourself all the inf (and enhancements, if you need those) you could ever possibly need. Or 2 billion inf, whichever is higher.

     

    Click the little button at the end of the chat bar to get to it, or bind/macro the following:

     

    /bind <key> popmenu freebiesmenu
    /macro <name> popmenu freebiesmenu

     

    I am honestly not sure if there are farm maps on Brainstorm, though. I am not sure I've been in AE there, as I've seldom even been in it on the live shards.

  8. Another option would be to install the mods you want before playing a certain character, and then uninstall them once you are done with that character. You'd have to log completely out in between character swaps to do the install/uninstall, but you'd have to do that anyway if using a second separate CoH install. Install/uninstall would be easy if using City Mod Installer, but manual install/uninstall might also be feasible depending on how many sounds you wanted to mod. This method would save on storage space as well (CoH takes about 6 GB or so), if that is a concern.

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  9. Here's the build I mentioned, and please keep the caveats I mentioned about it earlier in mind. It's more focused on the character concept than on any optimization, and isn't overly expensive aside from the one ATO set.

     

    Spoiler

    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    ------------
    Level 1:    Lift    
     (A) Thunderstrike - Accuracy/Damage
     (3) Thunderstrike - Accuracy/Damage/Recharge
     (3) Thunderstrike - Accuracy/Damage/Endurance
     (5) Thunderstrike - Damage/Endurance/Recharge
     (5) Entropic Chaos - Damage/Endurance/Recharge
     (7) Entropic Chaos - Chance of Heal Self


    Level 1:    Radiant Aura    
     (A) Doctored Wounds - Heal
     (7) Doctored Wounds - Heal/Endurance
     (9) Doctored Wounds - Endurance/Recharge
     (9) Doctored Wounds - Heal/Recharge
     (11) Doctored Wounds - Heal/Endurance/Recharge


    Level 2:    Gravity Distortion    
     (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
     (11) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
     (13) Superior Will of the Controller - Endurance/Recharge
     (13) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
     (15) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
     (15) Superior Will of the Controller - Recharge/Chance for Psionic Damage


    Level 4:    Fly    
     (A) Flight Speed IO


    Level 6:    Hasten    
     (A) Recharge Reduction IO
     (19) Recharge Reduction IO


    Level 8:    Accelerate Metabolism    
     (A) Efficacy Adaptor - EndMod
     (21) Efficacy Adaptor - EndMod/Recharge
     (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
     (23) Efficacy Adaptor - Accuracy/Recharge
     (23) Efficacy Adaptor - EndMod/Accuracy
     (25) Efficacy Adaptor - EndMod/Endurance


    Level 10:    Radiation Infection    
     (A) Dark Watcher's Despair - To Hit Debuff
     (25) Dark Watcher's Despair - To Hit Debuff/Recharge
     (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
     (27) Dark Watcher's Despair - To Hit Debuff/Endurance
     (29) Achilles' Heel - Defense Debuff
     (29) Achilles' Heel - Chance for Res Debuff


    Level 12:    Crushing Field    
     (A) Positron's Blast - Accuracy/Damage
     (31) Positron's Blast - Damage/Endurance
     (31) Positron's Blast - Damage/Recharge
     (31) Positron's Blast - Accuracy/Damage/Endurance
     (33) Positron's Blast - Chance of Damage(Energy)
     (33) Enfeebled Operation - Accuracy/Recharge


    Level 14:    Grant Invisibility    
     (A) Luck of the Gambler - Recharge Speed


    Level 16:    Invisibility    
     (A) Luck of the Gambler - Recharge Speed


    Level 18:    Gravity Distortion Field    
     (A) Basilisk's Gaze - Accuracy/Hold
     (33) Basilisk's Gaze - Accuracy/Recharge
     (34) Basilisk's Gaze - Recharge/Hold
     (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
     (34) Lockdown - Endurance/Recharge/Hold
     (36) Lockdown - Accuracy/Endurance/Recharge/Hold


    Level 20:    Lingering Radiation    
     (A) Pacing of the Turtle - Accuracy/Slow
     (36) Pacing of the Turtle - Accuracy/Endurance
     (36) Pacing of the Turtle - Range/Slow
     (37) Pacing of the Turtle - Endurance/Recharge/Slow
     (37) Pacing of the Turtle - Chance of -Recharge


    Level 22:    Combat Jumping    
     (A) Jumping IO
     (37) Kismet - Accuracy +6%
     (39) Luck of the Gambler - Defense
     (39) Luck of the Gambler - Defense/Endurance
     (39) Luck of the Gambler - Defense/Endurance/Recharge
     (40) Luck of the Gambler - Recharge Speed


    Level 24:    Enervating Field    
     (A) Endurance Reduction IO


    Level 26:    Wormhole    
     (A) Endurance Reduction IO


    Level 28:    Choking Cloud    
     (A) Basilisk's Gaze - Accuracy/Hold
     (40) Basilisk's Gaze - Accuracy/Recharge
     (40) Basilisk's Gaze - Recharge/Hold
     (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
     (42) Basilisk's Gaze - Endurance/Recharge/Hold


    Level 30:    Mutation    
     (A) Endurance Reduction IO


    Level 32:    Singularity    
     (A) Call to Arms - Accuracy/Recharge
     (42) Call to Arms - Accuracy/Damage
     (43) Call to Arms - Damage/Endurance
     (43) Call to Arms - Accuracy/Damage/Recharge
     (43) Call to Arms - Endurance/Damage/Recharge


    Level 35:    Indomitable Will    
     (A) Luck of the Gambler - Recharge Speed


    Level 38:    EM Pulse    
     (A) Basilisk's Gaze - Accuracy/Hold
     (45) Basilisk's Gaze - Accuracy/Recharge
     (45) Basilisk's Gaze - Recharge/Hold
     (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
     (46) Basilisk's Gaze - Endurance/Recharge/Hold
     (46) Endurance Reduction IO


    Level 41:    Mind Over Body    
     (A) Steadfast Protection - Resistance/Endurance
     (46) Steadfast Protection - Resistance/+Def 3%
     (48) Gladiator's Armor - TP Protection +3% Def (All)


    Level 44:    Psionic Tornado    
     (A) Positron's Blast - Accuracy/Damage
     (48) Positron's Blast - Damage/Endurance
     (48) Positron's Blast - Damage/Recharge
     (50) Positron's Blast - Accuracy/Damage/Endurance
     (50) Positron's Blast - Chance of Damage(Energy)
     (50) Force Feedback - Chance for +Recharge


    Level 47:    Fallout    
     (A) Endurance Reduction IO


    Level 49:    Crush    
     (A) Damage Increase IO


    Level 1:    Brawl    
     (A) Damage Increase IO


    Level 1:    Sprint    
     (A) Celerity - +Stealth


    Level 2:    Swift    
     (A) Run Speed IO


    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance
     (17) Numina's Convalesence - +Regeneration/+Recovery


    Level 2:    Hurdle    
     (A) Jumping IO


    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End
     (17) Performance Shifter - EndMod
     (19) Endurance Modification IO

     

  10. On 3/21/2024 at 2:56 AM, BlackSpectre said:

    use /showbind on every single key, button, and key/button combination

     

    EDIT: A slash command has been added for this functionality, so I am removing this file. I'll leave the rest of the post up, though.

     

    As a follow-up to my previous post, the showbind dump file worked exactly like I hoped it would. I set it up to output every primary key and chord key combo for the primary keys listed on the wiki page for key names at this link, with the exception of the non-English keys and the joystick buttons (didn't know how to code the joystick buttons).

     

    I've attached the file here:

     

    <removed file>

     

     

    Save it to your favorite place for binds, and load it using the /bind_load_file command. In my case, I saved it to:

     

    C:\Games\HC\settings\beta\binds

     

    and loaded it (from Brainstorm) using:

     

    /bind_load_file binds/showbind_all.txt

     

    I used a relative path in my bind load command, but you may need to use an absolute path if you save it somewhere other than one of the server sub-folders in the settings folder. It should output the results in chat for all currently bound keys. You'll need to dig the results out of your chat log, so be sure to have chat logging on. The output isn't the prettiest, but if you need to know what all your keys are bound to, it should tell you. Keys bound to nothing will report 'Nothing' and keys bound to 'nop' will report 'nop'. Here's a snippet of the output for the default 'Modern' bind profile:

     

    Spoiler

    2024-03-21 22:39:46 Key A binded to: +left
    2024-03-21 22:39:46 Key B binded to: ++first
    2024-03-21 22:39:46 Key C binded to: chat
    2024-03-21 22:39:46 Key D binded to: +right
    2024-03-21 22:39:46 Key E binded to: +turnright
    2024-03-21 22:39:46 Key F binded to: follow
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Key H binded to: helpwindow
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Key M binded to: map
    2024-03-21 22:39:46 Key N binded to: nav
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Key P binded to: powers
    2024-03-21 22:39:46 Key Q binded to: +turnleft
    2024-03-21 22:39:46 Key R binded to: ++autorun
    2024-03-21 22:39:46 Key S binded to: +backward
    2024-03-21 22:39:46 Key T binded to: target
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Key V binded to: +ctm_invert
    2024-03-21 22:39:46 Key W binded to: +forward$$playerturn
    2024-03-21 22:39:46 Key X binded to: +down
    2024-03-21 22:39:46 Nothing
    2024-03-21 22:39:46 Key Z binded to: powexec_abort
    2024-03-21 22:39:46 Key ESC binded to: unselect
    2024-03-21 22:39:46 Key F1 binded to: inspexec_slot 1
    2024-03-21 22:39:46 Key F2 binded to: inspexec_slot 2
    2024-03-21 22:39:46 Key F3 binded to: inspexec_slot 3
    2024-03-21 22:39:46 Key F4 binded to: inspexec_slot 4
    2024-03-21 22:39:46 Key F5 binded to: inspexec_slot 5
    2024-03-21 22:39:46 Key F6 binded to: local &lt;color white&gt;&lt;bgcolor red&gt;RUN!
    2024-03-21 22:39:46 Key F7 binded to: say &lt;color black&gt;&lt;bgcolor #22aa22&gt;Ready! $$ emote thumbsup
    2024-03-21 22:39:46 Key F8 binded to: local &lt;color black&gt;&lt;bgcolor #aaaa22&gt;HELP! $$ emote whistle
    2024-03-21 22:39:46 Key F9 binded to: local &lt;color white&gt;&lt;bgcolor #2222aa&gt;&lt;scale .75&gt;level $level $archetype$$local &lt;color white&gt;&lt;bgcolor #2222aa&gt;Looking for team
    2024-03-21 22:39:46 Key F10 binded to: say $battlecry $$ emote attack

     

    It's not the most elegant solution, and it's a bit unfriendly to new users and/or folks that aren't familiar with loading bind files. But for bind enthusiasts, perhaps it will do until Number Six is able to add a slash command to save the binds to a dedicated file.

    • Thanks 2
  11. 23 hours ago, ZemX said:

    Maybe it was done with /showbind on each key individually?

     

    This started the wheels turning and made me wonder if there is a way to set up a single bind file that can dump the binds for every possible key combination, like how the settitle bind file works for dumping all badge titles for importing badges into Badger, only with /showbind instead of /settitle. I've got some tinkering to do and will report back.

  12. 9 hours ago, Bilious Slick said:

    Where did you see that on the CoD page?

     

    My apologies, I've had the raw data toggled on so long that I forget that it's not on by default. At the top of the page in the blue banner where it says 'City of Data v2.0', just to the right of where it says that you'll see a symbol that looks like a stack of 4 blue discs. Click that (or the checkbox beside it) to toggle on the raw data, then scroll down and you'll see all the raw power data in JSON format. The second item from the top is "full_name".

    • Thanks 1
    • Thumbs Up 1
  13. 1 hour ago, Dacy said:

    Nobody else is weighing in.

     

    I've not weighed in further because I feel like I've more or less stated my thoughts. I think you, Easter Bunny, and Matsiyan are better qualified than anyone to oversee base-related stuff on the wiki, and I think you have just as much right as anyone to edit as you see fit. Or not to edit, if you decide that you don't want to deal with the wiki base lists, and based on this thread I can understand why you might arrive at that decision.

     

    Regarding the removal of the base lists from the wiki, I'm not opposed to that. I'm not convinced that is the best option, because I think if they are removed, someone will just add them back in some form at a later date, and we'll be back at square one. If you do wish to avoid the wiki going forward, perhaps the best option is just to leave the lists as-is, with a note directing folks to the Google lists as the most up-to-date source. The wiki lists are certainly more up-to-date now than before, and perhaps in the future someone will be motivated to update them with info from the Google lists. That's not an ideal solution, and perhaps there is a better one.

  14. I love Grav/Rad, that was my first character and main in the before times, and the first character I recreated on HC. I am happy to post her build if you like, but I make no claims whatsoever that it's optimal, or even good.

  15. 7 hours ago, Glacier Peak said:

    are there future edits with outlier mob types planned?

     

    Potentially. I posted a spreadsheet upthread in this post that contains the reward scale (RS) values for the majority of critters in the game. I assume when you say outliers that you mean critters with RS other than 1. As BlackSpectre noted above, the raw data is a bit complicated as-is for the wiki, so ideally we'd come up with a reasonable way of presenting it. BlackSpectre mentioned perhaps average RS for each npc group, and it might make sense to also present a range for each group. But those are just some ideas, and there may be a better way of presenting that info.

    • Thanks 1
  16. 1 minute ago, Easter Bunny said:

    Should that happen we would enter their information into the directory and it would feed back into the wiki on the next bulk update.

     

    Gotcha, I didn't realize that was part of the process as well so that seems to address the concern I had in point number 1. Sorry for the confusion!

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